
Opis
Replicated Gravity provides a networked, authority-driven custom gravity solution for characters, vehicles, and physics-simulated objects. It integrates directly into Unreal Engine's movement pipelines (CharacterMovement and Chaos Physics) to ensure high-performance, predictable results in any orientation.
From planetary traversal to wall-walking, zero-G movement, vehicle gravity, and physics object gravity, it provides a complete gravity solution that stays stable, prediction-friendly, and animation-safe across networked environments.
v2.6.0 Release – Vehicle Gravity
Core Gravity Modes
Planetary – Pulls actors toward a center point (planets, asteroids, spherical worlds)
Directional – Fixed gravity vector for rotated spaces, walls, and ceilings
Dynamic – Adaptive multi-probe system for seamless surface traversal
Zero Gravity – Fully weightless movement with smooth entry/exit control
All modes are fully replicated and can be switched at runtime via Blueprint or C++.
Vehicle Gravity System (v2.6.0 New)
Networked Chaos Integration: UGravityVehicleMovementComponent inherits from UChaosWheeledVehicleMovementComponent, providing authority-driven gravity for Chaos vehicles.
Ground Hold System: Integrated inward acceleration logic helps keep vehicles seated on curved planetary surfaces at speed.
Dynamic Up-Alignment: A torque-based alignment system smoothly rotates the vehicle's up-axis toward the gravity vector with adjustable stiffness and damping.
Gravity-Aware Sleep: Custom sleep logic (bUseGravityAwareSleep) allows vehicles to rest naturally on arbitrary slopes without sliding or jittering.
Vehicle Controller: AGravityVehicleController handles Enhanced Input mapping, HUD spawning, and smart camera configuration for gravity-aware driving.
Planetary Physics Gravity (v2.5.0)
Physics objects now respond to the same planetary gravity as characters — fully integrated into the existing field system.
bApplyPhysicsGravity on any BP_GravityField enables custom planetary gravity for overlapping physics-simulated objects
Gravity is applied in a Chaos pre-tick callback for accurate, frame-level force application
Physics loop uses ParallelFor for high active object counts with lock-free game thread to physics thread communication
Custom sleep gate with tunable velocity and acceleration thresholds — sleeping objects cost nothing per frame
UGravityReceiverComponent — optional component for multi-body actors, ragdolls, and actors that need authoritative sleep state or replicated ragdoll correction
UGravityReplicationSubsystem — world subsystem providing O(1) body registration, unregistration, and sleep-state tracking across all active fields
Off by default — fully backwards compatible, existing projects are unaffected
Built for Multiplayer First
Server-authoritative gravity with client-side prediction
Identical gravity simulation on client and server every frame
No custom FSavedMove_Character or serialization required
Iris-native with automatic fallback to legacy replication
Smooth, responsive movement with no desync or edge-case breakage.
Native UE Integration (No Hacks)
Built directly into Unreal’s movement pipeline:
UpdateCharacterStateBeforeMovement() – Gravity calculation
UpdateCharacterStateAfterMovement() – Falling state and rotation sync
Minimal Tick usage (simulated proxies only)
Uses UE 5.6’s native SetGravityDirection() to keep prediction and server authority perfectly aligned.
Animation-Safe by Design
Dual-state falling system (predicted + replicated)
5-point ground detection for uneven surfaces
Consistent animation playback across all clients
Gravity direction changes won’t break animations.
Massive World Stability (LWC Ready)
(Optional) bUseHighPrecisionMath treats the character as a temporary origin for FVector3d calculations, ensuring accuracy regardless of world position
Full double-precision math throughout the physics gravity path
Designed for Large World Coordinates
No jitter far from origin
Dynamic Surface Traversal
Multi-probe detection (floors, walls, ceilings)
Optional forward probing for smooth ledge transitions
Flicker-free rotation with built-in smoothing
Custom collision channel support
Dedicated Gravity Field System
Clean Begin/End overlap handling
Per-field gravity overrides (mode, direction, center, rotation)
Opt-in physics object gravity per field
Server-authoritative behavior
No ambiguity when entering or exiting gravity volumes.
Blueprint-First, C++ Ready
Fully exposed gravity controls
Runtime switching and tuning
Real-time debug visualization
Designer-friendly, programmer-ready
Advanced Features
Moving platform rotation correction (fixes client desync)
Gravity-aligned flying mode
First-person and third-person support
Physics object gravity with ragdoll replication support
Example characters, maps, and full setups included
What You Get
Drop-in multiplayer gravity system
Deterministic, network-safe movement
Animation-safe transitions
Physics objects that respond to custom gravity
Scales from small maps to massive worlds
Engine version note: Targeted at UE 5.6+. SetGravityDirection() exists in 5.4–5.5, but required fixes for non-owning clients only ship in 5.6, so earlier versions are not supported.
Bottom Line
Replicated Gravity is a production-ready gravity framework built to match Unreal Engine’s networking model.
If you need reliable custom gravity in multiplayer, this handles it cleanly—without hacks, workarounds, or desync issues.










